Respectfully, I was aware of the various pages describing the various abilities for the add ons. Thank you for posting quick links to them again though, Havok.

Under Jupiter's description of the Colonials' Ion Control, it states:

The ship must be (50) ly from the outer storm edge to operate on the storm; if the host sets the range to 0, the controller ship must be INSIDE the ion storm.

The description itself seems to indicate that a ship can be up to 50 ly away by default, but must be within the ion storm if the host changed the Jupiter Configuration Setting for this particular ability to zero (in which Bitmask indicated that yes, it was changed).

I just wanted to make sure before sending ships into a storm. My luck with them tends to be rather crap.

Edit: ...Aaaand I totally missed this:

Any player can use a planetary FC "con" to receive the list of Jupiter config options next turn in the mail.

The Super Star Carrier with 100 or more fighters ==> CHECK
in its bays can instantly
improve morale of any Imperial planet's natives or colonists to 69%
if it drops below 69. The ship has to be at warp 0 ==> CHECK
, have FC "PAC" ==> CHECK
and not be towed. ==> CHECK

but in this turn natives morale dropped to 36 !!??
any ideas what could be wrong? could it be, that the ssc must have EXACT 100 fighter ?

I wonder if it might have something to do with the modified ship list. Does the SSC take the same spot in the ships list for Empire as with the "regular" ship list? If not, then it might be a different hull that does this. I know that the Unity special for me will not work (it's based on the Scorpius Carrier hull and it's not on the modified ship list, nor does any carrier take the "Scorpius" spot in the modified ship list*). That's just my guess, though.

*Not that I'm complaining for my own version of this problem-- Wolfgang offered to change the code but I told him no-- I don't want to pause the game just for me. It's a bigger issue for you, though, so if a code or ship list fix can be had for it, I wouldn't be opposed.

Description Power Game:
Mig Scout
A small probe with a considerable range.
There were rumours that Romulans could cloak inactive minefields, and make them active and visible whenever they felt the need for it.
Imperial spies have revealed those rumours as fairy tales, and so the Empire has removed any counter devices from the Mig.

HConfig Setting:
beacon detect range 20

what will work here ??

Description Power Game:
Super Star Carrier
Medium armament and enhanced cargoroom make this ship a good workhorse. This Imperial ship now can install a warp interdictor (look to the Romulan section at the Neutronic Refinery ship to see how it works).

HConfig Setting:
Warp Interdictor on SS Carrier N

what will work here ??

but hey, when we play with such a bunch of add-ons, i would like to see them all working without any problems!

It's an old game with add-on's and a shiplist that haven't been updated in almost 20 years. Unfortunately the original creator of this, Nikita, is off the grid... So we're playing with what's available.

On a side note, we're going to see a bug fix update to the Unity app. The author of it is playing in this game now.

The Super Star Carrier with 100 or more fighters ==> CHECK
in its bays can instantly
improve morale of any Imperial planet's natives or colonists to 69%
if it drops below 69. The ship has to be at warp 0 ==> CHECK
, have FC "PAC" ==> CHECK
and not be towed. ==> CHECK

but in this turn natives morale dropped to 36 !!??
any ideas what could be wrong? could it be, that the ssc must have EXACT 100 fighter ?

What was the happiness level of the planet when you tried this?
You need 100 or more, confirmed in Pit4 game.

The change in happiness is applied before almost everything.
That means if you have a planet with happiness at 40 and normally it would go to 45 because you did not tax, with the pacification, it will go to 74, because it will first be raised to 69, and then the normal 5 are added.
Similarly, you can tax your guys at 40 happiness down to 11 happiness, and the end result will be 40, because 29 are added due to pacification.

The Super Star Carrier with 100 or more fighters ==> CHECK
in its bays can instantly
improve morale of any Imperial planet's natives or colonists to 69%
if it drops below 69. The ship has to be at warp 0 ==> CHECK
, have FC "PAC" ==> CHECK
and not be towed. ==> CHECK

but in this turn natives morale dropped to 36 !!??
any ideas what could be wrong? could it be, that the ssc must have EXACT 100 fighter ?

What was the happiness level of the planet when you tried this?
You need 100 or more, confirmed in Pit4 game.

The change in happiness is applied before almost everything.
That means if you have a planet with happiness at 40 and normally it would go to 45 because you did not tax, with the pacification, it will go to 74, because it will first be raised to 69, and then the normal 5 are added.
Similarly, you can tax your guys at 40 happiness down to 11 happiness, and the end result will be 40, because 29 are added due to pacification.

sorry, fireage - in my opinion your math-examples makes no sense. or i do not understand them

beforfe tax the happiness was 74 now 36 !?

edit has an idea:

The Imperial forces will calm down the mood of colonists and natives to a
minimum of 69 happiness points at the very beginning of a turn.